mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
233056d61c
also a clean up the translucent gbuffer program a bit
304 lines
9.0 KiB
GLSL
304 lines
9.0 KiB
GLSL
#version 120
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//Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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flat varying vec3 zMults;
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flat varying vec2 TAA_Offset;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D colortex0;
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uniform sampler2D colortex1;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex4;
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uniform sampler2D colortex5;
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uniform sampler2D colortex6;
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uniform sampler2D colortex7;
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uniform sampler2D colortex8;
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uniform sampler2D colortex9;
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uniform sampler2D colortex11;
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uniform sampler2D colortex13;
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uniform sampler2D colortex15;
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uniform vec2 texelSize;
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flat varying vec3 noooormal;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 WsunVec;
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uniform vec3 sunVec;
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uniform float frameTimeCounter;
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uniform int frameCounter;
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uniform float far;
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uniform float near;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferPreviousModelView;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferPreviousProjection;
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uniform vec3 cameraPosition;
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uniform vec3 previousCameraPosition;
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uniform int isEyeInWater;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float rainStrength;
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uniform float blindness;
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uniform float darknessFactor;
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uniform float darknessLightFactor;
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#include "lib/waterBump.glsl"
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#include "/lib/res_params.glsl"
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#include "lib/sky_gradient.glsl"
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#include "lib/volumetricClouds.glsl"
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// #include "lib/biome_specifics.glsl"
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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float ld(float depth) {
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return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
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}
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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// #include "lib/specular.glsl"
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vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth, vec2 distort){
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coord = coord;
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vec4 vl = vec4(0.0);
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float sum = 0.0;
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mat3x3 weights;
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const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
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ivec2 posD = ivec2(coord*VL_RENDER_RESOLUTION + distort)*scaling;
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ivec2 posVl = ivec2(coord*VL_RENDER_RESOLUTION + distort);
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float dz = zMults.x;
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ivec2 pos = (ivec2(gl_FragCoord.xy+frameCounter) % 2 )*2;
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ivec2 tcDepth = posD + ivec2(-2,-2) * scaling + pos * scaling;
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float dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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float w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(-2)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(-2,0) * scaling + pos * scaling;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(-2,0)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(0) + pos * scaling;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(0)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(0,-2) * scaling + pos * scaling;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(0,-2)+pos,0)*w;
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sum += w;
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return vl/sum;
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}
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vec3 decode (vec2 encn){
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vec3 n = vec3(0.0);
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encn = encn * 2.0 - 1.0;
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n.xy = abs(encn);
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n.z = 1.0 - n.x - n.y;
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n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
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return clamp(normalize(n.xyz),-1.0,1.0);
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}
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vec2 decodeVec2(float a){
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const vec2 constant1 = 65535. / vec2( 256., 65536.);
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const float constant2 = 256. / 255.;
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return fract( a * constant1 ) * constant2 ;
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}
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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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return pos.xyz;
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}
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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}
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vec4 blueNoise(vec2 coord){
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return texelFetch2D(colortex6, ivec2(coord )%512 , 0);
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}
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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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vec3 viewToWorld(vec3 viewPosition) {
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vec4 pos;
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pos.xyz = viewPosition;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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void main() {
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/* DRAWBUFFERS:73 */
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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vec4 trpData = texture2D(colortex7,texcoord);
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bool iswater = trpData.a > 0.99;
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float translucentAlpha = trpData.a;
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// vec4 speculartex = texture2D(colortex8,texcoord); // translucents
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// float sunlight = speculartex.b;
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//3x3 bilateral upscale from half resolution
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float z = texture2D(depthtex0,texcoord).x;
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float z2 = texture2D(depthtex1,texcoord).x;
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float frDepth = ld(z2);
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// vec4 vl = texture2D(colortex0,texcoord * 0.5);
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////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
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vec3 data = texture2D(colortex11,texcoord).rgb;
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vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ;
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vec4 unpack1 = vec4(decodeVec2(data.b),0,0) ;
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vec2 tangentNormals = unpack0.xy*2.0-1.0;
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vec4 albedo = vec4(unpack0.ba,unpack1.rg);
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vec4 TranslucentShader = texture2D(colortex2,texcoord);
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float lightleakfix = clamp((eyeBrightnessSmooth.y )/240.0,0.0,1.0);
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vec2 tempOffset = TAA_Offset;
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vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
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vec3 fragpos2 = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z2));
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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vec2 refractedCoord = texcoord;
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#ifdef Refraction
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refractedCoord += (tangentNormals * clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15)) * RENDER_SCALE;
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if(decodeVec2(texture2D(colortex11,refractedCoord).b).g < 0.01 ) refractedCoord = texcoord; // remove refracted coords on solids
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#endif
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/// --- MAIN COLOR BUFFER --- ///
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// it is sampled with distorted texcoords
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vec3 color = texture2D(colortex3,refractedCoord).rgb;
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#ifdef BorderFog
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vec3 sky = skyFromTex(np3,colortex4) / 150. * 5.0;
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float fog = 1.0 - clamp(exp(-pow(length(fragpos / far),10.)*4.0) ,0.0,1.0);
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float heightFalloff = clamp( pow(abs(np3.y-1.01),5) ,0,1) ;
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog * heightFalloff* lightleakfix);
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#endif
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vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth, vec2(0.0));
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if (TranslucentShader.a > 0.0){
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#ifdef Glass_Tint
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// if(albedo.a < 0) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),10.),0.0,1.0);
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if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0);
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#endif
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color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
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#ifdef BorderFog
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, sky, fog * heightFalloff * lightleakfix);
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#endif
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}
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//cave fog
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#ifdef Cave_fog
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if (isEyeInWater == 0){
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float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
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float fogfade = clamp( exp(clamp( np3.y*0.5 +0.5,0,1) * -6.0) ,0.0,1.0);
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color.rgb = mix(color.rgb, vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor)* clamp( 1.5 - np3.y,0.,1)) ;
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}
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#endif
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// underwater fog
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if (isEyeInWater == 1){
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float fogfade = clamp(exp(-length(fragpos) /5. ) ,0.0,1.0);
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color.rgb *= fogfade;
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vl.a *= fogfade*0.70+0.3 ;
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}
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color *= vl.a;
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color += vl.rgb;
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float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0); // bloomy rain effect
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if(rainDrops > 0.0) vl.a *= clamp(exp2(-rainDrops*5),0.,1.); // bloomy rain effect
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gl_FragData[0].r = vl.a;
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/// lava.
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if (isEyeInWater == 2){
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color.rgb = vec3(4.0,0.5,0.1);
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}
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/// powdered snow
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if (isEyeInWater == 3){
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color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
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vl.a = 0.0;
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}
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// blidnesss
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color.rgb *= mix(1.0,clamp( exp(pow(length(fragpos)*(blindness*0.2),2) * -5),0.,1.) , blindness);
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// darkness effect
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color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos2)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
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#ifdef display_LUT
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vec2 movedTC = texcoord ;
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if(texcoord.x < 0.45 ) color.rgb = texture2D(colortex4,movedTC).rgb / 150. * 5.0;
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#endif
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gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0);
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// gl_FragData[1].rgb = vec3(albedo.rgb*albedo.a);
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// if(texcoord.x > 0.5) gl_FragData[1].rgb = vec3(tangentNormals,0.0);
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} |